Team Alfa Seventy-Eighth Session: Difference between revisions
Coriolisdave (talk | contribs) (Created page with "= TLDR = = 18th Sunforge = After a bunch of <s>grabass</s> strategising, a scouting group is sent to reconnoitre the Dwarven Bridge (proposed crossing point). Team Alfa, in turn, sets off for the Trading Post. = Several Days of Uneventful Travel = Nothing of interest occurs. At all. = 22nd Sunforge = As the crew approach the trading post, we note signs of mass flight and panic, heading south. == Trading Post? More like Trading Ghost == As evening approaches, the c...") |
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* Four (4) recovered barges, 30'x50' in size. | * Four (4) recovered barges, 30'x50' in size. | ||
= We have cash, you know = | |||
== Hire Mecenaries? == | |||
* Mercenaries (Skilled Labor with Weapon Prof) is 2 GP per day per mercenary. | |||
** use downtime actions to recruit. | |||
** A traditional, recognized mercenary company would be more expensive. | |||
* Too sizeable or professional a force might just read the situation, just wipe out monstertown then and there, and then go home with the money. | |||
* 50 dudes with 10 HP, 16 AC and +4/1d8+2 damage doesn't stack up great against gnolls (22 HP, 15 AC, and +4/1d8+2), but it's not a blowout. | |||
* The rest of the town stacks up as follows: | |||
** Gnoll: (22 HP, 15 AC, and +4/1d8+2) | |||
** Front Liners | |||
*** Hobgoblin: (11 GP, 18 AC, and +3/1d8+1+2d6) | |||
*** Orc: (15 HP, 13 AC, and +5/1d12+5) | |||
** Cavalry | |||
*** Worgs: (26 HP, 13 AC, and +5/2d6+3+Prone) | |||
** Support | |||
*** Goblins can use shortbows, so they are obvious better used as archers. | |||
*** Kobolds use slings --shorter range, but they also have pack tactics, making them ideal skirmishers. | |||
[[Category:Team Alfa Session Notes|78]] | [[Category:Team Alfa Session Notes|78]] |
Latest revision as of 21:23, 27 October 2024
TLDR
18th Sunforge
After a bunch of grabass strategising, a scouting group is sent to reconnoitre the Dwarven Bridge (proposed crossing point). Team Alfa, in turn, sets off for the Trading Post.
Several Days of Uneventful Travel
Nothing of interest occurs. At all.
22nd Sunforge
As the crew approach the trading post, we note signs of mass flight and panic, heading south.
Trading Post? More like Trading Ghost
As evening approaches, the crew arrives at the Trading Post.. or what's left of it. One large section of the pallisades have been burned to nothing, other sections torn down. Boats are sunk, corpses are everywhere, and there are signs of offensive spellcasting.
We find roughly 20-30 dead halflings, and ~100 dead lizardfolk. We spend time cleaning up the bodies, lighting a massive pyre and spreading the ashes deep.
We also find evidence of an orderly evacuation to the north - presumably the halflings.
So I guess we have options, now
The crew regroup and discuss a plan of action. We Send to every councilmember to get the huddled masses on the road, and figure out what to do with the week of downtime.
Downtime week
We spend the week of transit time in downtime actions:
- Scrolls scribed (Sid/Thola)
- Strongholds strengthened (Gorra)
- Gobbo gabbed (Wolf)
The Collector also introduces Sid to the spell INTELLECT FORTRESS, which is made available to Thola (option to swap it at level up).
Honk Honk
During downtime, the Gaes on the Card Collector expires. After some debate, the crew decide to Not Kill Him At This Time.
He reveals that Gildenhome has been massing an army for years to put an end to the Neo-Alexandrian nonsense.
Close
The Huddled Masses will arrive in TWO DAYS
Loot
- So much food, and everything else left behind in the trading post. Probably a bunch of buried shit too that we haven't found yet. At least a month's worth of food for a massive village.
- Four (4) recovered barges, 30'x50' in size.
We have cash, you know
Hire Mecenaries?
- Mercenaries (Skilled Labor with Weapon Prof) is 2 GP per day per mercenary.
- use downtime actions to recruit.
- A traditional, recognized mercenary company would be more expensive.
- Too sizeable or professional a force might just read the situation, just wipe out monstertown then and there, and then go home with the money.
- 50 dudes with 10 HP, 16 AC and +4/1d8+2 damage doesn't stack up great against gnolls (22 HP, 15 AC, and +4/1d8+2), but it's not a blowout.
- The rest of the town stacks up as follows:
- Gnoll: (22 HP, 15 AC, and +4/1d8+2)
- Front Liners
- Hobgoblin: (11 GP, 18 AC, and +3/1d8+1+2d6)
- Orc: (15 HP, 13 AC, and +5/1d12+5)
- Cavalry
- Worgs: (26 HP, 13 AC, and +5/2d6+3+Prone)
- Support
- Goblins can use shortbows, so they are obvious better used as archers.
- Kobolds use slings --shorter range, but they also have pack tactics, making them ideal skirmishers.